This is all excellent stuff.
Thank you!
By the way, it helps if the DM also plays as a PC once in a while, so he gets a different perspective.
I completely agree. I'm lucky enough to be in a couple different groups (DMing two, playing in one at the moment), and being able to pick up ideas from watching other DMs is great. Sometimes you learn what to do, sometimes you learn what NOT to do, but it always helps.
How would you redesign encounters in Thunderspire then?
I'm thinking mostly about the Horned Helm part, where it's one small skirmish after the other.
I really don't like the whole setup of it. It's such a standard series of Orcs slowing the PC's down. I definitely want to shorten it by letting other monsters pour in from the noise, and change them into minions.
Hmm - I'm running Thunderspire right now for the 2nd group I DM, but it's a temp job - I'm basically doing it while the DM there re-charges his batteries, so I haven't been tweaking it that much. Breaking down the sections we've done so far:
Chamber of Eyes - I was disappointed in this generally, but didn't have much time to tweak it. I like applying your idea of minion-ing stuff up and opening up the whole area to one dynamic battlefield. Could be great if you can pull it off. Maybe change the layout up some - put the first couple of rooms in one section, then a long hall to the next couple of rooms, then collapse everything else into one big dynamic multi-room encounter - have the minions have ranged attacks and use hit and run tactics.
Horned Hold - this came off completely different from the way it's laid out when I ran them through it. They bluffed their way through the first room, used a well timed sleep spell and a bunch of lucky failed saves by me to drop the entire smithy room. Then I decided I wasn't really interested in running several duergar melees, so I had most of the duergar stomp off to lunch (since coup-de-gracing sleeping people hadn't alerted anyone, their guard was still down). They slipped around the back way and had a big melee with the guards of the slaves, at which point they were basically out of resources, so they grabbed the slaves and retreated. I used a skill challenge to determine whether or not they could beat the Duergar back to the Seven Pillared Hall. At that point, they were raring to rest up and go back to finish it off and loot up, but my logic was that the Duergar were fully alert at this point, so there was no way they could take the entire garrison at once. I ended up having Murkelmar and a hand-picked group of Duergar show up in the Seven-Pillared Hall and challenge the party to a duel, refereed by the Mages of Sauruun. Basically ended up winging the whole section.
Well of Demons - I love this whole thing exactly as is. Doesn't need a bit of tweaking - it's perfect. The only caveat is that you might need to reduce the hp of the carnage demons in the Hall of the Howling Pillars - it can turn into a real meat-grinder if you're not careful.
Tower of Mysteries - haven't done this yet - planning to run it after New Years. Stupid holidays interfering with my gaming.
